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{{ArticleIcons|pm=y}}
{{ArticleIcons|pm=y|p+=y}}
{{Infobox Character Mod
{{Infobox Character Mod
|name         = Squirtle
|name = Squirtle
|image       = [[Image:Squirtle SSBB.png|250px]]
|image = {{tabber|title1=Classic (PM)|content1=[[File:Squirtle SSBB.jpg|250px]]|title2=Classic (P+)|content2=[[File:PPlus Squirtle.png|250px]]|title3=Shinobi|content3=[[File:Shinobi Squirtle PM.png|250px]]}}
|mod         = Project M
|mod = Project M
|base         = ssbb
|base = SSBB
|moveset1     = Squirtle (SSBB)
|moveset1 = Squirtle (SSBB)
|altcostume   = Shinobi Squirtle
|altcostume = Shinobi Squirtle
|tier        = Mid
|ranking      = 30
}}
}}
'''Squirtle''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. Like {{PM|Ivysaur}} and {{PM|Charizard}}, it has been separated from the {{SSBB|Pokémon Trainer}} and so fights alone. Its [[down special move|down special]], [[Pokémon change]], has been replaced with {{s|bulbapedia|Bubble}}. It has also been given significant buffs.<!--tier position paragraph-->
'''Squirtle''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. Like {{PM|Ivysaur}} and {{PM|Charizard}}, it has been separated from the {{SSBB|Pokémon Trainer}} and so fights alone. Its [[down special move]], [[Pokémon Change]], has been replaced with {{s|bulbapedia|Bubble}}. Since his ''Brawl'' incarnation has also been given significant buffs.
[[Image:Shinobi Squirtle PM.png|thumb|right|Squirtle's Shinobi Costume in Project M 3.5]]
 
Squirtle is ranked 31st out of 41 on the [[Project M#Tier list|official]] [[tier list]] and is placed toward the lower half of the C tier. This is roughly the same as its placement as part of the Pokémon Trainer in ''Brawl'', where it ranked 29th out of 38.


==Attributes==
==Attributes==
<!--attributes paragraph-->
In ''Project M'', Squirtle's kit puts a strong emphasis on movement. Able to out-maneuver most opponents, Squirtle can play evasively while looking for an opening before launching into fast-paced combos to carry opponents to the side blastzones or kill off the top. Squirtle's access to fast burst movement options through its unique run turnaround animation, [[shellshift]], and low friction on the ground enable it to quickly chase down escaping opponents even offstage, where its remarkable up-special allows it to effectively gimp opponents and return to stage from practically anywhere.
 
However, the trade-off is that Squirtle has generally unimpressive range on his attacks and grab. Squirtle plays similarly to {{PM|Pikachu}} in his short range, low profile, good mobility and powerful up smash, and shares the weakness of light weight, but is generally more grounded as a result of his wider variety of ground movement options and advanced techniques.
 
==Changes from ''Brawl'' to PM==
==Changes from ''Brawl'' to PM==
[[File:SquirtleBubblePM.jpg|thumb|right|220px|Squirtle's down special, Bubble.]]
[[File:SquirtleBubblePM.jpg|thumb|220px|Squirtle's down special, Bubble.]]
Squirtle has been buffed noticeably from ''Brawl'' to Project M.
In Brawl, Squirtle was tied to the {{SSBB|Pokémon Trainer}} and was considered the strongest Pokémon in its party by far. Squirtle has now been separated from its trainer and its moveset has been significantly revamped. As a result, Squirtle received a mix of buffs and nerfs. Squirtle's mobility has been improved further due to its increased speed and the introducution of various mechanics such as [[wavedashing]]. The strength of many of its attacks has also increased and the general changes to ''Project M'''s physics further improve Squirtle's combo game. Squirtle's specials moves have also been heavily revamped to make them more effective. Due to being a solo character, Squirtle has a new down-special move, Bubble. Bubble's hitboxes are transcendent, similar to {{PM|Falco}}'s lasers, and will trip the opponent like {{PM|Diddy Kong}}'s banana, making it a valuable tool to combat [[crouch cancel]]. In addition, using Bubble while airborne will cause Squirtle's vertical momentum to stall for a short period, making it situationally usable as a recovery tool.
 
Another major change is the addition of the move Aqua Jet as a powerful kill option. Aqua Jet can be activated by using Squirtle's side-special move, [[Withdraw]]. If Squirtle is in contact with an opponent during the first five frames of Withdraw and the player is holding B, the initial move will be canceled with a strong hit upwards and a water particle effect, sending Squirtle into special fall. Though this move is similar to [[Rest]] in terms of usage, it is nearly identical to {{PM|Fox}}'s up-aerial in terms of damage and knockback, but sends at an angle that is five degrees shallower.
Squirtle's neutral-special, [[Water Gun]], was also improved. It now produces damaging hitboxes and is overall a more effective tool at walling out opponents.
 
However, Squirtle did also receive some nerfs. The most notable nerfs come from its separation from the Pokémon Trainer. Because of this, Squirtle can no longer switch out with {{PM|Ivysaur}} or {{PM|Charizard}} to improve its endurance, kill power and generally cover up its bad matchups. This also means that Squirtle is no longer affected by [[type effectiveness]] greatly hindering its endurance against fire attacks. As for direct nerfs, Squirtle's air acceleration was decreased making it harder to weave in and out in the air and Squirtle's aerials have considerably less range making it harder for Squirtle to wall out its opponents in mid-air. Some of Squirtle's moves including down smash and down aerial also have reduced KO power despite the improvements Squirtle's other KO moves received. The first hit of Squirtle's neutral attack has considerably less utility as it's slower and it can no longer [[lock]] opponents.
 
Overall, Squirtle is a more viable choice for competitive play due to no longer being bogged down by stamina, extremely slow and punishable switching between its party and its trainer's other less effective Pokémon which it was forced to switch between. Despite this, according of the latest tier list, Squirtle is now worse than its previous party members Ivysaur and Charizard. While Squirtle is lower in tier list than it was in ''Brawl'' (as predicted if judged as a standalone character) Squirtle in ''PM'' is overall much more viable thanks to the better balance.


===Aesthetics===
===Aesthetics===
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*{{change|Pokémon Trainer [[victory pose]] replaced: Squirtle squirts water in an arc and then poses.}}
*{{change|Pokémon Trainer [[victory pose]] replaced: Squirtle squirts water in an arc and then poses.}}
*{{change|Pressing a special button just before Squirtle lands from its up [[taunt]] results in it getting black sunglasses based on those worn by the leader of the {{s|bulbapedia|Squirtle Squad}} in the Pokémon anime. The glasses shatter if Squirtle is attacked.}}
*{{change|Pressing a special button just before Squirtle lands from its up [[taunt]] results in it getting black sunglasses based on those worn by the leader of the {{s|bulbapedia|Squirtle Squad}} in the Pokémon anime. The glasses shatter if Squirtle is attacked.}}
*{{change|Squirtle's dash turnaround uses slightly different sounds effects.}}
*{{change|Squirtle has all new alternate costumes.}}


===Attributes===
===Attributes===
*{{nerf|Squirtle [[walk]]s slower (1.2 → 0.9).}}
*{{buff|Squirtle [[dash]]es faster (1.37 → 1.45).}}
*{{buff|Squirtle's [[air speed]] is faster (1.087 → 1.2).}}
*{{nerf|Squirtle's [[air acceleration]] is lower (0.12 → 0.10).}}
*{{buff|Squirtle is heavier (75 → 82).}}
*{{change|Squirtle falls faster (1.3 → 1.7).}}
*{{change|Squirtle's [[gravity]] is higher (0.1067 → 0.126).}}
*{{change|Squirtle's traction is lower (0.042 → 0.025) now being tied with {{PM|Luigi}} for the lowest in the game. While this makes it harder for it to punish out of shield, it gives Squirtle a longer [[wavedash]].}}
*{{buff|The introduction of [[wavedashing]] improves its approach and mobility, given its low traction.}}
*{{buff|[[Shellshifting]] has been retained and Squirtle now has even more follow up options, most notably a long [[jump-canceled grab]].}}
*{{buff|[[Shellshifting]] has been retained and Squirtle now has even more follow up options, most notably a long [[jump-canceled grab]].}}
*{{buff|Pivot now has a hitbox that deals 3% damage and weakly launches enemies away with high base knockback, leading better into shellshift techniques, most notably the Hydroplane for a KO.}}
*{{buff|Shellshift now has a hitbox that deals 3% damage and weakly launches enemies away with high base knockback, leading better into shellshift techniques, most notably the Hydroplane for a KO.}}
*{{buff|Stamina mechanic has been removed.}}
*{{buff|Squirtle is no longer tied to the {{SSBB|Pokémon Trainer}}. Because of this, Squirtle no longer suffers from the stamina mechanic.}}
*{{buff|The introduction to [[wavedashing]] improves its approach and mobility, given its low traction.}}
*{{nerf|However, this also means that Squirtle is no longer affected by [[type effectiveness]]. While this does help Squirtle against {{PM|Ivysaur}}, this hinders Squirtle overall as it no longer resists fire attacks hindering its endurance. This also means that Squirtle cannot swap out with Ivysaur or {{PM|Charizard}} in order to adapt to different matchups.}}
*{{buff|Squirtle is heavier.}}
*{{nerf|[[Type effectiveness]] has been removed, meaning Squirtle no longer resists fire attacks.}}


===Ground Attacks===
===Ground Attacks===
*{{buff|Jab combo does more damage.}}
*{{buff|The third hit of neutral attack deals more damage (4% → 6%) and the first two hits now launch opponents vertically making them connect more reliably. The second and third hits have longer durations (frames 4-5 → 4-8 (hit 2), 5 → 4-6 (hit 3)) and the third hit also has less ending lag (frame 36 → 26).}}
*{{buff|Down tilt now hits just twice making it faster and harder to escape.}}
*{{nerf|The first hit of neutral attack has more startup lag (frame 1 → 2), less range and can no longer be spammed by holding the A button. Additionally, the second hit can no longer [[trip]] opponents and the first two hits cannot [[lock]] opponents.}}
*{{buff|Forward tilt deals higher damage and deals much more knockback and has a sweetspot at the tip of the tail.}}
*{{buff|Forward tilt deals higher damage (6% → 7%/8%/9%) and deals much more knockback (0 (base), 100 (scaling) → 10/120) (though it still is not very effective at KOing) and has a sweetspot at the tip of the tail. Squirtle's tail also now has [[intangibility]].}}
*{{buff|Up tilt does slightly higher damage and has more combo ability at lower percents, with more KO potential.}}
*{{nerf|Forward tilt has smaller hitboxes, a shorter duration (frames 4-7 → 4-6), more ending lag (frame 18 → 20) and it can no longer lock opponents.}}  
*{{buff|Forward smash deals more damage and has armor.}}
*{{buff|Up tilt has more combo ability at higher percents due to the removal of [[hitstun canceling]].}}
*{{buff|Down smash hits consecutively and deals slightly more damage, with the first hits [[meteor smash|meteoring]] the foe, and allows for better follow-ups unlike most smashes even at somewhat higher percents and has armor.}}
*{{nerf|Up tilt has a smaller hitbox and it has less combo potential at lower percents due to the fact that it is now possible to [[DI]] moves which don't put opponents into [[tumble]]. It is also more difficult to spam due to the removal of buffering.}}
*{{buff|Up smash does more damage and has more KO potential, and the pumps just hit once, allowing the first hit to link better with the second and has armor.}}
*{{buff|Down tilt has less startup (frame 5 → 3) and ending lag (frame 36 → 23) and it now hits just twice making it more reliable. Both hits now launch opponents vertically giving it more combo potential and Squirtle's tail now has intangibility.}}
*{{buff|Dash attack deals horizontal knockback and is better at KOing near the ledge.}}
*{{nerf|Squirtle no longer moves forward when using down tilt and its hitboxes are smaller giving it less range. It also deals less damage (13% → 10%).}}
*{{nerf|Down tilt does less damage.}}
*{{buff|Squirtle has a new attack while crawling forwards. Squirtle retreats into its shell and inches forward. It deals 3% and deals vertical knockback giving it combo potential. It also has armor for most of its duration.}}
*{{nerf|Down smash deals much lower knockback.}}
*{{buff|Dash attack has less startup lag (frame 6 → 5) and it's clean hit deals horizontal knockback making it better at KOing near the ledge.}}
*{{nerf|Dash attack has a shorter duration (frame 6-24 → 5-22).}}
*{{buff|Forward smash has less startup lag with a longer duration (frames 18-22 → 15-21) and has less ending lag (frame 58 → 52). It also deals more damage (14% → 15%), knockback (0 base), 100 (scaling) → 25/104) and has increased armor (frames 17-22 → 13-25).}}
*{{nerf|Forward smash now has knockback based heavy armor rather than super armor.}}
*{{buff|Up smash has less startup (frame 18 → 9) and ending lag (frame 65 → 62). Its strongest hit deals more damage (13% → 14%) and has more knockback scaling (90 → 95), and the pumps just hit once, allowing the first hit to link better with the second.}}
*{{buff|Down smash has less startup (frame 17 → 16) and ending lag (frame 52 → 50) and is now a multi hit which deals slightly more damage (11% → 12%), with the first hits [[meteor smash|meteoring]] the foe, and the last hit sends opponents vertically allowing for better follow-ups unlike most smashes even at somewhat higher percents and now has armor from frames 15-19.}}
*{{nerf|Down smash deals much lower knockback due to the final hit dealing less damage (11% → 6%).}}


===Aerial Attacks===
===Aerial Attacks===
*{{buff|Neutral aerial is now a vertical shell spin with more [[gimp]]ing potential, having better knockback scaling with more damage and a [[semi-spike]] angle that has armor and less endlag.}}
*{{nerf|All aerials have more landing lag (12 frames → 15 (neutral), 12 frames → 24 (forward), 9 frames → 16 (back), 21 frames → 22 (up), 19 frames → 20 (down)) though this is compensated with the reintroduction of [[L-canceling]].}}
*{{buff|Up aerial has higher knockback scaling.}}
*{{buff|Squirtle's tail is now intangible during back, up and down aerials.}}
*{{buff|Forward aerial deals slightly more damage and has more KO and gimping potential.}}
*{{buff|Neutral aerial is now a vertical shell spin with one consistent hitbox with a clean hit and a late hit. It has more [[gimp]]ing potential due to sending opponents at a [[semi-spike]] angle, having higher knockback scaling and dealing more damage (9% (clean), 6% (late) → 11%/8%). It also has less ending lag (frame 49 → 33) and it now has armor from frames 5-22.}}
*{{buff|Down aerial is better at damaging, and on grounded opponents it acts as a locking meteor smash akin to {{PM|Jigglypuff}}'s down air.}}
*{{nerf|Neutral aerial has more startup lag (frame 4 → 6).}}
*{{buff|Back aerial does more damage and has more KO potential.}}
*{{buff|Forward aerial has less ending lag (frame 38 → 32) and deals slightly more damage (12% → 13%) improving its KO potential.}}
*{{nerf|Neutral aerial has slightly slower [[startup]].}}
*{{nerf|Forward aerial has smaller hitboxes and a shorter duration (frames 5-14 → 5-11).}}
*{{buff|Back aerial has a longer duration (frames 5-14 → 5-22) and deals more damage (10% (clean), 6% (late) → 12%/8%) improving its KO potential.}}
*{{change|Back aerial has a slightly different animation.}}
*{{nerf|Back aerial has smaller hitboxes and more ending lag (frame 35 → 37).}}
*{{buff|Up aerial has less startup lag with a longer duration (frames 6-8 → 5-12) and it has higher knockback scaling.}}
*{{change|Up aerial now has a weaker late hit.}}
*{{nerf|Up aerial has considerably smaller hitboxes. It is also less effective at juggling at lower percents.}}
*{{buff|Down aerial deals more damage (10% → 13%), and on grounded opponents it acts as a locking meteor smash akin to {{PM|Jigglypuff}}'s down air. The final hit now launches opponents vertically granting it combo potential. The multi hits all have longer durations (1 frame → 3), down aerial has less ending lag (frame 51 → 37) and it now [[auto-cancel]]s in a short hop.}}
*{{nerf|Down aerial has more startup lag (frame 6 → 9) and the final hit has less range and considerably decreased knockback no longer making it a viable KO option. The last hit also no longer has edgeguarding potential due to it sending opponents vertically.}}


===Grabs and Throws===
===Grabs and Throws===
*{{buff|Forward throw, Back throw, Up throw have more combo ability.}}
*{{buff|The changes to aerial [[grab release]]s greatly benefit Squirtle as it is no longer a victim to many air release followups.}}
*{{buff|Down throw does much more damage and has stronger KO potential, and has a water effect.}}
*{{nerf|However, Squirtle gains less from a grounded grab release due to the altered mechanics and its slower jab.}}
*{{buff|Pummel deals higher damage.}}
*{{nerf|All grabs have shorter durations (3 frames → 2). Additionally, standing grab has more startup lag (frame 6 → 7).}}
*{{buff|Squirtle keeps momentum upon [[grab]]bing opponents, which when combined with shellshifting causes [[throw]]s to KO more easily, especially down throw.}}
*{{buff|Pivot grab has less ending lag (frame 38 → 36).}}
*{{nerf|Forward throw does less damage.}}
*{{buff|Pummel deals more damage (1% → 3%).}}
*{{nerf|Up throw does much less damage.}}
*{{nerf|Pummel is slower (17 frames → 23).}}
*{{nerf|Forward throw deals less damage (9% → 6%).}}
*{{buff|Forward throw and up throw have more combo ability due to the removal of hitstun canceling and the universally increased falling speeds.}}
*{{nerf|Up throw deals much less damage (11% → 7%) hindering its KO potential.}}
*{{buff|Down throw does much more damage (7% → 14%) although its knockback was compensated.}}
*{{change|Down throw now has a water effect.}}
*{{nerf|Down throw has much more ending lag hindering its combo potential despite the removal of hitstun canceling.}}


===Special Moves===
===Special Moves===
*{{buff|[[Water Gun]] now deals consecutive damage and can clash with other projectiles. The move now shoots a stream of water even when uncharged, has faster startup for shooting in all levels of charge, and retains its push effect so that Squirtle is left less vulnerable if the move whiffs.}}
*{{buff|[[Water Gun]] now deals consecutive damage and can clash with other projectiles. The move now shoots a stream of water even when uncharged, has faster startup for shooting in all levels of charge, and retains its push effect so that Squirtle is left less vulnerable if the move whiffs.}}
*{{buff|[[Withdraw]] deals slightly higher damage and is now completely immune to projectiles and can change directions, along with traveling faster and having a slightly extended duration. When hitting an opponent, Squirtle bounces and cancels the move, leading better into aerials. Withdraw can be canceled into a fast damaging jump called {{s|bulbapedia|Aqua Jet}} by using the attack button, which has long range and is faster and stronger, but leaves Squirtle [[helpless]], and therefore easily prone to self-destructs if used near edges, and this move also aids horizontal recovery.}}
*{{nerf|Water Gun can now be [[absorb]]ed, has hitboxes for the first half of the distance it travels, and the windboxes are weaker. It's uncharged variant also no longer has a unique decently damaging hitbox.}}
*{{buff|[[Waterfall]] travels faster and has does slightly higher damage and KO potential.}}
*{{buff|[[Withdraw]] deals more damage (7% → 8%) and has much less startup lag (frame 19 → 6), along with having 2 possible speeds between smash withdraw and tilt withdraw and a slightly extended duration. When hitting a hurtbox, Squirtle bounces and quickly exits his shell, leading into aerial followups and techchase situations. Withdraw can be canceled into a frame 6 execute called {{s|bulbapedia|Aqua Jet}} by holding B while overlapping with a hurtbox, which is stronger and hits upwards, but leaves Squirtle [[helpless]]. The helplessness can be made negligible by edgecancelling off of a platform.}}
*{{buff|[[Pokémon Change]] has been replaced by a new move called {{s|bulbapedia|Bubble}}; a fast, short-ranged projectile with multiple hits that trips grounded opponents (for [[tech-chase]]s), and has a horizontal angle on aerial targets that can easily gimp them.}}
*{{buff|[[Waterfall]] travels faster and higher, and deals more damage (15% → 19%) and has more KO potential.}}
*{{nerf|Water Gun can now be [[absorb]]ed, and has less pushback.}}
*{{change|[[Pokémon Change]] has been replaced by a new move called {{s|bulbapedia|Bubble}}; a fast, short-ranged projectile with multiple hits that trips grounded opponents (for [[tech-chase]]s), and has a horizontal angle on aerial targets that can easily gimp them.}}
*{{nerf|Waterfall was given more slightly more startup lag, and its hits no longer link properly.}}
*{{nerf|Bubble does not grant invincibility nor does it reset [[stale move negation]].}}
*{{buff|Squirtle has a new Final Smash {{s|bulbapedia|Water Spout}}. It produces weak water spouts near Squirtle and stronger water spouts away from Squirtle. Compared to [[Triple Finish]], it has more vertical range, more range behind Squirtle and its overall damage potential is much higher.}}


==Revisions==
==Revisions==
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*{{nerf|Withdraw knockback growth decreased.}}
*{{nerf|Withdraw knockback growth decreased.}}
*{{nerf|Water burst hitboxes now only hit to the side of Squirtle, with decreased damage, hit angle, and knockback.}}
*{{nerf|Water burst hitboxes now only hit to the side of Squirtle, with decreased damage, hit angle, and knockback.}}
*{{change|Ground to air physics and aerial friction adjusted so that Squirtle retains more momentum into the air.}}
*{{buff|Ground to air physics and aerial friction adjusted so that Squirtle retains more momentum into the air.}}
*{{change|Squirtle's hidden "Shades" no longer break unless Squirtle is sent into tumble from knockback.}}
*{{change|Squirtle's hidden "Shades" no longer break unless Squirtle is sent into tumble from knockback.}}
*{{change|Armor system was streamlined to match the new Project M standard of Light, Medium and Heavy Armor (note that Squirtle has no Heavy Armor).}}
*{{change|Armor system was streamlined to match the new Project M standard of Light, Medium and Heavy Armor (note that Squirtle has no Heavy Armor).}}
*{{change|Squirtle flashes blue when it has Medium Armor, Withdraw duration and Watergun charge flashes changed to yellow to prevent confusion.}}
*{{change|Squirtle flashes blue when it has Medium Armor, Withdraw duration and Watergun charge flashes changed to yellow to prevent confusion.}}
*{{change|Aqua Jet has Medium Armor while Squirtle is in its shell.}}
*{{buff|Aqua Jet has Medium Armor while Squirtle is in its shell.}}
*{{bugfix|Fixed > 100% ledge attack timer on hitboxes. Now hits properly.}}
*{{bugfix|Fixed > 100% ledge attack timer on hitboxes. Now hits properly.}}
*{{change|Squirtle now has a crawl attack. It quickly spins forward in shell, popping an opponent up above it as it passes through.}}
*{{buff|Squirtle now has a crawl attack. It quickly spins forward in shell, popping an opponent up above it as it passes through.}}
*{{change|Jab 1, 2 and 3 movement reduced and knockback tweaked to aid in linking all three hits.}}
*{{buff|Jab 1, 2 and 3 movement reduced and knockback tweaked to aid in linking all three hits.}}
*{{change|Forward tilt's knockback power tweaked so that it has less punch at low percents, but is still comparable at high percent.}}
*{{nerf|Forward tilt's knockback power tweaked so that it has less punch at low percents, but is still comparable at high percent.}}
*{{change|Forward tilt and down tilt tail intangibility redone to ensure that all tail hurtboxes are unhittable while Squirtle is attacking.}}
*{{buff|Forward tilt and down tilt tail intangibility redone to ensure that all tail hurtboxes are unhittable while Squirtle is attacking.}}
*{{change|Down tilt animation sped up so that Squirtle attacks faster and with less time in between tail swipes. Second hit angle raised slightly>}}
*{{buff|Down tilt animation sped up so that Squirtle attacks faster and with less time in between tail swipes. Second hit angle raised slightly>}}
*{{change|Up tilt reverted to a brawl-like animation.}}
*{{change|Up tilt reverted to a brawl-like animation.}}
*{{change|Up smash now retains more reverse momentum, restoring the ability to perform Reverse Hydroplane up smashes.}}
*{{buff|Up smash now retains more reverse momentum, restoring the ability to perform Reverse Hydroplane up smashes.}}
*{{change|Down smash start up increased, but cooldown was significantly reduced.}}
*{{change|Down smash start up increased, but cooldown was significantly reduced.}}
*{{change|Down smash's hitbox sizes were decreased and lowered to reduce vertical disjoint above Squirtle.}}
*{{nerf|Down smash's hitbox sizes were decreased and lowered to reduce vertical disjoint above Squirtle.}}
*{{change|All of down smash's repeating hitboxes were homogenized to draw in, while the final hit is now a moderate strength pop-up above and behind Squirtle.}}
*{{buff|All of down smash's repeating hitboxes were homogenized to draw in, while the final hit is now a moderate strength pop-up above and behind Squirtle.}}
*{{change|Neutral aerial's lingering hit angle raised.}}
*{{change|Neutral aerial's lingering hit angle raised.}}
*{{change|Neutral aerial's landing lag now generates a splash instead of a dust cloud.}}
*{{change|Neutral aerial's landing lag now generates a splash instead of a dust cloud.}}
*{{bugfix|Back aerial and up aerial mismatched on-hit sound effects fixed.}}
*{{bugfix|Back aerial and up aerial mismatched on-hit sound effects fixed.}}
*{{change|Added a missing body hitbox during up aerial's initial hit, and pushed the outer hitbox out slightly.}}
*{{buff|Added a missing body hitbox during up aerial's initial hit, and pushed the outer hitbox out slightly.}}
*{{change|Up aerial's cooldown reduced.}}
*{{buff|Up aerial's cooldown reduced.}}
*{{change|Up aerial and down aerial tail intangibility added while Squirtle is attacking.}}
*{{buff|Up aerial and down aerial tail intangibility added while Squirtle is attacking.}}
*{{change|Down aerial reverted to a brawl-like animation.}}
*{{change|Down aerial reverted to a brawl-like animation.}}
*{{change|Down aerial's cooldown significantly reduced.}}
*{{buff|Down aerial's cooldown significantly reduced.}}
*{{change|Forward throw and up throw cooldown reduced.}}
*{{buff|Forward throw and up throw cooldown reduced.}}
*{{change|Water Gun stream hitboxes do reduced damage and knockback at a lower hit angle to aid in landing consecutive streams. Slightly increased the amount of the stream that only pushes with no knockback or damage.}}
*{{nerf|Water Gun stream hitboxes do reduced damage and knockback at a lower hit angle to aid in landing consecutive streams. Slightly increased the amount of the stream that only pushes with no knockback or damage.}}
*{{change|Water Gun has a new mid-level charge that shoots eight streams with reduced duration and cooldown.}}
*{{buff|Water Gun has a new mid-level charge that shoots eight streams with reduced duration and cooldown.}}
*{{change|Water Gun full charge now shoots fourteen streams with reduced duration and cooldown.}}
*{{buff|Water Gun full charge now shoots fourteen streams with reduced duration and cooldown.}}
*{{change|Withdraw's aerial physics and vertical momentum tweaked on startup to be more consistent.}}
*{{change|Withdraw's aerial physics and vertical momentum tweaked on startup to be more consistent.}}
*{{change|Withdraw can now fall off of edges while turning around.}}
*{{nerf|Withdraw can now fall off of edges while turning around.}}
*{{change|Withdraw's input changed from "Up B" to "A".}}
*{{change|Withdraw's input changed from "Up B" to "A".}}
*{{change|Withdraw now has two frames of start-up.}}
*{{nerf|Withdraw now has two frames of start-up.}}
*{{change|Aerial control during Withdraw's Aqua Jet was removed entirely. You can still reverse it however.}}
*{{nerf|Aerial control during Withdraw's Aqua Jet was removed entirely. You can still reverse it however.}}
*{{bugfix|Withdraw's Aqua Jet bug where it would not rise when used out of hitstun fixed.}}
*{{bugfix|Withdraw's Aqua Jet bug where it would not rise when used out of hitstun fixed.}}
*{{change|[[Waterfall]] start up increased and movement speed increased. Animation edited to reflect changes and transition into special fall better.}}
*{{nerf|[[Waterfall]] start up increased and movement speed increased. Animation edited to reflect changes and transition into special fall better.}}
*{{change|Waterfall hitboxes decreased in size and rearranged to better cover Squirtle while reducing forward disjoint.}}
*{{nerf|Waterfall hitboxes decreased in size and rearranged to better cover Squirtle while reducing forward disjoint.}}
*{{change|Waterfall linking hits reduced to two, knockback and SDI modifiers tweaked to make linking into the final hit more percent, DI, and weight/fall speed dependent.}}
*{{change|Waterfall linking hits reduced to two, knockback and SDI modifiers tweaked to make linking into the final hit more percent, DI, and weight/fall speed dependent.}}


Line 130: Line 169:
*{{change|List of compensated moves: Withdraw, Withdraw jump, Withdraw rebound, Aqua Jet, Waterfall, double jump.}}
*{{change|List of compensated moves: Withdraw, Withdraw jump, Withdraw rebound, Aqua Jet, Waterfall, double jump.}}
*{{change|Tech rolls adjusted so that the movement occurs slightly later in the animation.}}
*{{change|Tech rolls adjusted so that the movement occurs slightly later in the animation.}}
*{{change|Dash length significantly shortened. As a result, Shell Shift requires less commitment to input.}}
*{{buff|Dash length significantly shortened. As a result, Shell Shift requires less commitment to input.}}
*{{change|Crawl attack’s input made easier.}}
*{{buff|Crawl attack’s input made easier.}}
*{{change|Standing grab reverse/inside range increased.}}
*{{buff|Standing grab reverse/inside range increased.}}
*{{change|Withdraw jump can now be input during Withdraw turn once Squirtle has changed directions.}}
*{{buff|Withdraw jump can now be inputted during Withdraw turn once Squirtle has changed directions.}}


===v3.5===
===v3.5===
Line 143: Line 182:
**{{nerf|Its endlag has been slightly increased.}}
**{{nerf|Its endlag has been slightly increased.}}
*{{change|Aqua Jet can only be initiated by making contact with a target during startup and holding B, removing its recovery potential while giving it more kill power and air control.}}
*{{change|Aqua Jet can only be initiated by making contact with a target during startup and holding B, removing its recovery potential while giving it more kill power and air control.}}
*{{change|Removal of Shell-shift momentum glitch.}}
*{{bugfix|Removal of Shell-shift momentum glitch.}}
*{{nerf|Bubble can only stall once in the air.}}
*{{nerf|Bubble can only stall once in the air.}}
*{{buff|Vertical momentum for short hop has been increased.}}
*{{buff|Vertical momentum for short hop has been increased.}}
Line 223: Line 262:
|-
|-
! colspan="2" | Down throw
! colspan="2" | Down throw
| || 2% (hit 1), 12% (throw) || Squirtle throws its opponent on the ground and slams on top of them. Squirtle's strongest throws, dealing strong diagonal knockback. Easily KOs at around 125% damage.
| || 2% (hit 1), 12% (throw) || Squirtle throws its opponent on the ground and slams on top of them. Squirtle's strongest throw, dealing strong diagonal knockback. Easily KOs at around 125% damage.
|-
|-
! colspan="2" | Floor attack (front)
! colspan="2" | Floor attack (front)
Line 258: Line 297:
==In [[competitive play]]==
==In [[competitive play]]==
===Notable players===
===Notable players===
*{{Sm|Burnsy|USA}}
{{cleanup|[[SmashWiki:Cleanup of the Notable Players sections|Needs to be updated to fit these guidelines]]}}
*{{Sm|Dad|USA}}
*{{Sm|Cloudburst|USA}} - Best Squirtle player along with Dirtboy. Ranked 13th on [[PMRank 2023]].
*{{Sm|JewChainz|USA}}
*{{Sm|Dirtboy|USA}} -  Ranked 14th on [[PMRank 2023]]. Has been ranked in every release of [[PMRank]].
*{{Sm|Joker|Brazil}}
*{{Sm|Fskin|Germany}} - The best Squirtle player in Europe.
*{{Sm|Pluto|USA}}
*{{Sm|Wombat|p=Connecticut|USA}} - Placed 17th at Undertow.
*{{Sm|Spaz|USA}}
*{{Sm|Swordgard|Canada}}
*{{Sm|Toronto Joe|Canada}}
*{{Sm|VJ|Sweden}}
*{{Sm|Zwarm|USA}}
*{{Sm|Dirtboy|USA}}


==Alternate costumes==
==Alternate costumes==
Like Ivysaur and Charizard, Squirtle recieved more significant alternate costumes for ''Project M''. It now uses its default costume for the Blue [[Team Battle|Team]].
===Project M===
Like Ivysaur and Charizard, Squirtle received more significant alternate costumes for ''Project M''. It now uses its default costume for the Blue [[Team Battle|Team]].
{|style="margin:1em auto 1em auto;text-align:center"
{|style="margin:1em auto 1em auto;text-align:center"
|-
|-
|colspan=8|[[Image:Squirtle Palette (PM).png|frame|center|Squirtle's alternate costumes in PM]]
|colspan=8|[[File:Squirtle Palette (PM).png|frame|center|Squirtle's alternate costumes in PM]]
|-
|-
|colspan=1|[[Image:SquirtleHeadSSBB.png]]
|colspan=1|[[File:SquirtleHeadSSBB.png]]
|colspan=1|[[Image:SquirtleHeadGreenPM.png]]
|colspan=1|[[File:SquirtleHeadGreenPM.png]]
|colspan=1|[[Image:SquirtleHeadRedPM.png]]
|colspan=1|[[File:SquirtleHeadRedPM.png]]
|colspan=1|[[Image:SquirtleHeadYellowPM.png]]
|colspan=1|[[File:SquirtleHeadYellowPM.png]]
|colspan=1|[[Image:SquirtleHeadPinkPM.png]]
|colspan=1|[[File:SquirtleHeadPinkPM.png]]
|colspan=1|[[Image:SquirtleHeadPurplePM.png]]
|colspan=1|[[File:SquirtleHeadPurplePM.png]]
|-
|-
|colspan=2|
|colspan=2|
|colspan=1|[[Image:SquirtleHeadNinjaPM.png]]
|colspan=1|[[File:SquirtleHeadNinjaPM.png]]
|colspan=1|[[Image:SquirtleHeadNinjaWhitePM.png]]
|colspan=1|[[File:SquirtleHeadNinjaWhitePM.png]]
|colspan=2|
|colspan=2|
|}
|}
Each of Squirtle's new color schemes are based on other Nintendo characters, the majority of them being Pokémon:
 
Each of Squirtle's new color schemes are mostly based on other Pokémon.
*The green one (used for Green Team) is based on {{pkmn|Turtwig}}.
*The green one (used for Green Team) is based on {{pkmn|Turtwig}}.
*The orange one (used for Red Team) is based on {{pkmn|Charmander}} and {{pkmn|Torkoal}}.
*The orange one (used for Red Team) is based on {{pkmn|Charmander}}.
*The yellow one is based on a [[Koopa Troopa]].
*The yellow one is based on [[Koopa Troopa]].
*The pink one is based on [[Mew]] and {{pkmn|Lickitung}}.
*The pink one is based on [[Mew]].
*The purple one is based on a Shiny Blastoise.
*The purple one is based on a Shiny {{pkmn|Blastoise}}. Fittingly, this recolor emits sparkles in ''[[Project+]]'' like in the mainline games.
 
In addition, it also has an alternate costume where it is dressed out as a Shinobi ninja, as well as a white recolor for said costume. Additional recolors were added in ''[[Project+]]''.
 
===Project+===
Squirtle gains a new recolor that references the mythical kappa, a Japanese demon that takes the form of a turtle, as well as recolors that reference other turtle Pokemon {{pkmn|Carracosta}} and {{pkmn|Turtonator}}, as well the Generation V water starter {{pkmn|Oshawott}}. The Shinobi costume also gains team colors, and a black costume that resembles {{iw|bulbapedia|Koga}}.
 
[[File:Squirtle Palette (P+).png|800px|thumb|center|Squirtle's alternate costumes in P+]]
 
'''Secret costumes:'''
 
[[File:Squirtle Z P+.png|160px]] [[File:Squirtle R_P+.png|160px]]
 
'''Z-Secret Costume:''' Alternate Ninja Squirtle: A costume that may be a reference to the ''[[wikipedia:Teenage Mutant Ninja Turtles|Teenage Mutant Ninja Turtles]]'' franchise, specifically how the main four characters wore red in the older comics and the general colors of the mask and armbands worn by Raphael.


In addition, it also has an alternate costume where it is dressed out as a Shinobi ninja, as well as a white recolor for said costume.
'''R-Secret Costume:''' Rescue Team Squirtle: Based on Squirtle's appearance in ''Pokémon Mystery Dungeon: Red Rescue Team'', ''Pokémon Mystery Dungeon: Blue Rescue Team'', and their remake, ''Pokémon Mystery Dungeon: Rescue Team DX''.


==Trivia==
*Strangely, Squirtle and {{PM|Ivysaur}} are the only characters in ''Project+'' that cannot appear as opponents in [[All-Star Mode]].


==External links==
*[https://www.reddit.com/r/SSBPM/comments/hvcqxc/labbing_discord_results_squirtle/ Labbing Discord Tech Post]


{{Project M}}
{{Project M}}
[[Category:Squirtle]]
[[Category:Squirtle]]
[[Category:Characters (PM)]]
[[Category:Characters (PM)]]

Latest revision as of 06:55, November 7, 2024

Squirtle
in Project M and Project+
Squirtle SSBB.jpg
PPlus Squirtle.png
Shinobi Squirtle PM.png

PokemonSymbol.svg
Universe Pokémon
Base game appearance Brawl
Moveset inspiration Squirtle (SSBB)
Alternate costume Shinobi Squirtle
Squirtle (SSBB)

Squirtle is a playable character in the Brawl mod Project M. Like Ivysaur and Charizard, it has been separated from the Pokémon Trainer and so fights alone. Its down special move, Pokémon Change, has been replaced with Bubble. Since his Brawl incarnation has also been given significant buffs.

Squirtle is ranked 31st out of 41 on the official tier list and is placed toward the lower half of the C tier. This is roughly the same as its placement as part of the Pokémon Trainer in Brawl, where it ranked 29th out of 38.

Attributes[edit]

In Project M, Squirtle's kit puts a strong emphasis on movement. Able to out-maneuver most opponents, Squirtle can play evasively while looking for an opening before launching into fast-paced combos to carry opponents to the side blastzones or kill off the top. Squirtle's access to fast burst movement options through its unique run turnaround animation, shellshift, and low friction on the ground enable it to quickly chase down escaping opponents even offstage, where its remarkable up-special allows it to effectively gimp opponents and return to stage from practically anywhere.

However, the trade-off is that Squirtle has generally unimpressive range on his attacks and grab. Squirtle plays similarly to Pikachu in his short range, low profile, good mobility and powerful up smash, and shares the weakness of light weight, but is generally more grounded as a result of his wider variety of ground movement options and advanced techniques.

Changes from Brawl to PM[edit]

Squirtle's down special, Bubble.

In Brawl, Squirtle was tied to the Pokémon Trainer and was considered the strongest Pokémon in its party by far. Squirtle has now been separated from its trainer and its moveset has been significantly revamped. As a result, Squirtle received a mix of buffs and nerfs. Squirtle's mobility has been improved further due to its increased speed and the introducution of various mechanics such as wavedashing. The strength of many of its attacks has also increased and the general changes to Project M's physics further improve Squirtle's combo game. Squirtle's specials moves have also been heavily revamped to make them more effective. Due to being a solo character, Squirtle has a new down-special move, Bubble. Bubble's hitboxes are transcendent, similar to Falco's lasers, and will trip the opponent like Diddy Kong's banana, making it a valuable tool to combat crouch cancel. In addition, using Bubble while airborne will cause Squirtle's vertical momentum to stall for a short period, making it situationally usable as a recovery tool.

Another major change is the addition of the move Aqua Jet as a powerful kill option. Aqua Jet can be activated by using Squirtle's side-special move, Withdraw. If Squirtle is in contact with an opponent during the first five frames of Withdraw and the player is holding B, the initial move will be canceled with a strong hit upwards and a water particle effect, sending Squirtle into special fall. Though this move is similar to Rest in terms of usage, it is nearly identical to Fox's up-aerial in terms of damage and knockback, but sends at an angle that is five degrees shallower. Squirtle's neutral-special, Water Gun, was also improved. It now produces damaging hitboxes and is overall a more effective tool at walling out opponents.

However, Squirtle did also receive some nerfs. The most notable nerfs come from its separation from the Pokémon Trainer. Because of this, Squirtle can no longer switch out with Ivysaur or Charizard to improve its endurance, kill power and generally cover up its bad matchups. This also means that Squirtle is no longer affected by type effectiveness greatly hindering its endurance against fire attacks. As for direct nerfs, Squirtle's air acceleration was decreased making it harder to weave in and out in the air and Squirtle's aerials have considerably less range making it harder for Squirtle to wall out its opponents in mid-air. Some of Squirtle's moves including down smash and down aerial also have reduced KO power despite the improvements Squirtle's other KO moves received. The first hit of Squirtle's neutral attack has considerably less utility as it's slower and it can no longer lock opponents.

Overall, Squirtle is a more viable choice for competitive play due to no longer being bogged down by stamina, extremely slow and punishable switching between its party and its trainer's other less effective Pokémon which it was forced to switch between. Despite this, according of the latest tier list, Squirtle is now worse than its previous party members Ivysaur and Charizard. While Squirtle is lower in tier list than it was in Brawl (as predicted if judged as a standalone character) Squirtle in PM is overall much more viable thanks to the better balance.

Aesthetics[edit]

  • Change New on-screen appearance: Squirtle comes on using Withdraw.
  • Change Pokémon Trainer victory pose replaced: Squirtle squirts water in an arc and then poses.
  • Change Pressing a special button just before Squirtle lands from its up taunt results in it getting black sunglasses based on those worn by the leader of the Squirtle Squad in the Pokémon anime. The glasses shatter if Squirtle is attacked.
  • Change Squirtle's dash turnaround uses slightly different sounds effects.
  • Change Squirtle has all new alternate costumes.

Attributes[edit]

  • Nerf Squirtle walks slower (1.2 → 0.9).
  • Buff Squirtle dashes faster (1.37 → 1.45).
  • Buff Squirtle's air speed is faster (1.087 → 1.2).
  • Nerf Squirtle's air acceleration is lower (0.12 → 0.10).
  • Buff Squirtle is heavier (75 → 82).
  • Change Squirtle falls faster (1.3 → 1.7).
  • Change Squirtle's gravity is higher (0.1067 → 0.126).
  • Change Squirtle's traction is lower (0.042 → 0.025) now being tied with Luigi for the lowest in the game. While this makes it harder for it to punish out of shield, it gives Squirtle a longer wavedash.
  • Buff The introduction of wavedashing improves its approach and mobility, given its low traction.
  • Buff Shellshifting has been retained and Squirtle now has even more follow up options, most notably a long jump-canceled grab.
  • Buff Shellshift now has a hitbox that deals 3% damage and weakly launches enemies away with high base knockback, leading better into shellshift techniques, most notably the Hydroplane for a KO.
  • Buff Squirtle is no longer tied to the Pokémon Trainer. Because of this, Squirtle no longer suffers from the stamina mechanic.
  • Nerf However, this also means that Squirtle is no longer affected by type effectiveness. While this does help Squirtle against Ivysaur, this hinders Squirtle overall as it no longer resists fire attacks hindering its endurance. This also means that Squirtle cannot swap out with Ivysaur or Charizard in order to adapt to different matchups.

Ground Attacks[edit]

  • Buff The third hit of neutral attack deals more damage (4% → 6%) and the first two hits now launch opponents vertically making them connect more reliably. The second and third hits have longer durations (frames 4-5 → 4-8 (hit 2), 5 → 4-6 (hit 3)) and the third hit also has less ending lag (frame 36 → 26).
  • Nerf The first hit of neutral attack has more startup lag (frame 1 → 2), less range and can no longer be spammed by holding the A button. Additionally, the second hit can no longer trip opponents and the first two hits cannot lock opponents.
  • Buff Forward tilt deals higher damage (6% → 7%/8%/9%) and deals much more knockback (0 (base), 100 (scaling) → 10/120) (though it still is not very effective at KOing) and has a sweetspot at the tip of the tail. Squirtle's tail also now has intangibility.
  • Nerf Forward tilt has smaller hitboxes, a shorter duration (frames 4-7 → 4-6), more ending lag (frame 18 → 20) and it can no longer lock opponents.
  • Buff Up tilt has more combo ability at higher percents due to the removal of hitstun canceling.
  • Nerf Up tilt has a smaller hitbox and it has less combo potential at lower percents due to the fact that it is now possible to DI moves which don't put opponents into tumble. It is also more difficult to spam due to the removal of buffering.
  • Buff Down tilt has less startup (frame 5 → 3) and ending lag (frame 36 → 23) and it now hits just twice making it more reliable. Both hits now launch opponents vertically giving it more combo potential and Squirtle's tail now has intangibility.
  • Nerf Squirtle no longer moves forward when using down tilt and its hitboxes are smaller giving it less range. It also deals less damage (13% → 10%).
  • Buff Squirtle has a new attack while crawling forwards. Squirtle retreats into its shell and inches forward. It deals 3% and deals vertical knockback giving it combo potential. It also has armor for most of its duration.
  • Buff Dash attack has less startup lag (frame 6 → 5) and it's clean hit deals horizontal knockback making it better at KOing near the ledge.
  • Nerf Dash attack has a shorter duration (frame 6-24 → 5-22).
  • Buff Forward smash has less startup lag with a longer duration (frames 18-22 → 15-21) and has less ending lag (frame 58 → 52). It also deals more damage (14% → 15%), knockback (0 base), 100 (scaling) → 25/104) and has increased armor (frames 17-22 → 13-25).
  • Nerf Forward smash now has knockback based heavy armor rather than super armor.
  • Buff Up smash has less startup (frame 18 → 9) and ending lag (frame 65 → 62). Its strongest hit deals more damage (13% → 14%) and has more knockback scaling (90 → 95), and the pumps just hit once, allowing the first hit to link better with the second.
  • Buff Down smash has less startup (frame 17 → 16) and ending lag (frame 52 → 50) and is now a multi hit which deals slightly more damage (11% → 12%), with the first hits meteoring the foe, and the last hit sends opponents vertically allowing for better follow-ups unlike most smashes even at somewhat higher percents and now has armor from frames 15-19.
  • Nerf Down smash deals much lower knockback due to the final hit dealing less damage (11% → 6%).

Aerial Attacks[edit]

  • Nerf All aerials have more landing lag (12 frames → 15 (neutral), 12 frames → 24 (forward), 9 frames → 16 (back), 21 frames → 22 (up), 19 frames → 20 (down)) though this is compensated with the reintroduction of L-canceling.
  • Buff Squirtle's tail is now intangible during back, up and down aerials.
  • Buff Neutral aerial is now a vertical shell spin with one consistent hitbox with a clean hit and a late hit. It has more gimping potential due to sending opponents at a semi-spike angle, having higher knockback scaling and dealing more damage (9% (clean), 6% (late) → 11%/8%). It also has less ending lag (frame 49 → 33) and it now has armor from frames 5-22.
  • Nerf Neutral aerial has more startup lag (frame 4 → 6).
  • Buff Forward aerial has less ending lag (frame 38 → 32) and deals slightly more damage (12% → 13%) improving its KO potential.
  • Nerf Forward aerial has smaller hitboxes and a shorter duration (frames 5-14 → 5-11).
  • Buff Back aerial has a longer duration (frames 5-14 → 5-22) and deals more damage (10% (clean), 6% (late) → 12%/8%) improving its KO potential.
  • Change Back aerial has a slightly different animation.
  • Nerf Back aerial has smaller hitboxes and more ending lag (frame 35 → 37).
  • Buff Up aerial has less startup lag with a longer duration (frames 6-8 → 5-12) and it has higher knockback scaling.
  • Change Up aerial now has a weaker late hit.
  • Nerf Up aerial has considerably smaller hitboxes. It is also less effective at juggling at lower percents.
  • Buff Down aerial deals more damage (10% → 13%), and on grounded opponents it acts as a locking meteor smash akin to Jigglypuff's down air. The final hit now launches opponents vertically granting it combo potential. The multi hits all have longer durations (1 frame → 3), down aerial has less ending lag (frame 51 → 37) and it now auto-cancels in a short hop.
  • Nerf Down aerial has more startup lag (frame 6 → 9) and the final hit has less range and considerably decreased knockback no longer making it a viable KO option. The last hit also no longer has edgeguarding potential due to it sending opponents vertically.

Grabs and Throws[edit]

  • Buff The changes to aerial grab releases greatly benefit Squirtle as it is no longer a victim to many air release followups.
  • Nerf However, Squirtle gains less from a grounded grab release due to the altered mechanics and its slower jab.
  • Nerf All grabs have shorter durations (3 frames → 2). Additionally, standing grab has more startup lag (frame 6 → 7).
  • Buff Pivot grab has less ending lag (frame 38 → 36).
  • Buff Pummel deals more damage (1% → 3%).
  • Nerf Pummel is slower (17 frames → 23).
  • Nerf Forward throw deals less damage (9% → 6%).
  • Buff Forward throw and up throw have more combo ability due to the removal of hitstun canceling and the universally increased falling speeds.
  • Nerf Up throw deals much less damage (11% → 7%) hindering its KO potential.
  • Buff Down throw does much more damage (7% → 14%) although its knockback was compensated.
  • Change Down throw now has a water effect.
  • Nerf Down throw has much more ending lag hindering its combo potential despite the removal of hitstun canceling.

Special Moves[edit]

  • Buff Water Gun now deals consecutive damage and can clash with other projectiles. The move now shoots a stream of water even when uncharged, has faster startup for shooting in all levels of charge, and retains its push effect so that Squirtle is left less vulnerable if the move whiffs.
  • Nerf Water Gun can now be absorbed, has hitboxes for the first half of the distance it travels, and the windboxes are weaker. It's uncharged variant also no longer has a unique decently damaging hitbox.
  • Buff Withdraw deals more damage (7% → 8%) and has much less startup lag (frame 19 → 6), along with having 2 possible speeds between smash withdraw and tilt withdraw and a slightly extended duration. When hitting a hurtbox, Squirtle bounces and quickly exits his shell, leading into aerial followups and techchase situations. Withdraw can be canceled into a frame 6 execute called Aqua Jet by holding B while overlapping with a hurtbox, which is stronger and hits upwards, but leaves Squirtle helpless. The helplessness can be made negligible by edgecancelling off of a platform.
  • Buff Waterfall travels faster and higher, and deals more damage (15% → 19%) and has more KO potential.
  • Change Pokémon Change has been replaced by a new move called Bubble; a fast, short-ranged projectile with multiple hits that trips grounded opponents (for tech-chases), and has a horizontal angle on aerial targets that can easily gimp them.
  • Nerf Bubble does not grant invincibility nor does it reset stale move negation.
  • Buff Squirtle has a new Final Smash Water Spout. It produces weak water spouts near Squirtle and stronger water spouts away from Squirtle. Compared to Triple Finish, it has more vertical range, more range behind Squirtle and its overall damage potential is much higher.

Revisions[edit]

v2.6b[edit]

  • Buff Forward smash, down smash, and neutral aerial now have Medium Armor during the initial attack, and Light Armor during the remainder of the time Squirtle is in its shell.
  • Buff Turnrun, crawl attack, and Withdraw now have Light Armor while Squirtle is in its shell.
  • Buff Dash attack covers more space during the initial lunge. Hits earlier and harder. Hit angles lowered to send foes further in front of Squirtle.
  • Buff Forward smash now retains previous momentum.
  • Buff Forward aerial's knockback was slightly increased.
  • Buff Down aerial hits more frequently and faster. Tweaked the linking hit's knockback to ease the difficulty in landing all the hits.
  • Buff Down aerial's final hit sends forward and base knockback increased.
  • Buff Turn grab range increased.
  • Buff Revamped positioning, sizing, and timing of initial hitboxes so that the sweetspot comes out first and has greater priority among the other hitboxes.
  • Buff Lingering hitbox has a higher angle and increased base knockback.
  • Buff Withdraw's Aqua Jet landing lag slightly reduced.
  • Buff Up tilt base knockback reduced making it juggle better at lower percents.
  • Buff Forward tilt start up and cooldown notably reduced.
  • Nerf Up smash's hitboxes at the top of the water pillars have slightly reduced knockback.
  • Bug fix Fixed a bug with Water Gun charge that could prevent its shield from being damaged.
  • Nerf Withdraw knockback growth decreased.
  • Nerf Water burst hitboxes now only hit to the side of Squirtle, with decreased damage, hit angle, and knockback.
  • Buff Ground to air physics and aerial friction adjusted so that Squirtle retains more momentum into the air.
  • Change Squirtle's hidden "Shades" no longer break unless Squirtle is sent into tumble from knockback.
  • Change Armor system was streamlined to match the new Project M standard of Light, Medium and Heavy Armor (note that Squirtle has no Heavy Armor).
  • Change Squirtle flashes blue when it has Medium Armor, Withdraw duration and Watergun charge flashes changed to yellow to prevent confusion.
  • Buff Aqua Jet has Medium Armor while Squirtle is in its shell.
  • Bug fix Fixed > 100% ledge attack timer on hitboxes. Now hits properly.
  • Buff Squirtle now has a crawl attack. It quickly spins forward in shell, popping an opponent up above it as it passes through.
  • Buff Jab 1, 2 and 3 movement reduced and knockback tweaked to aid in linking all three hits.
  • Nerf Forward tilt's knockback power tweaked so that it has less punch at low percents, but is still comparable at high percent.
  • Buff Forward tilt and down tilt tail intangibility redone to ensure that all tail hurtboxes are unhittable while Squirtle is attacking.
  • Buff Down tilt animation sped up so that Squirtle attacks faster and with less time in between tail swipes. Second hit angle raised slightly>
  • Change Up tilt reverted to a brawl-like animation.
  • Buff Up smash now retains more reverse momentum, restoring the ability to perform Reverse Hydroplane up smashes.
  • Change Down smash start up increased, but cooldown was significantly reduced.
  • Nerf Down smash's hitbox sizes were decreased and lowered to reduce vertical disjoint above Squirtle.
  • Buff All of down smash's repeating hitboxes were homogenized to draw in, while the final hit is now a moderate strength pop-up above and behind Squirtle.
  • Change Neutral aerial's lingering hit angle raised.
  • Change Neutral aerial's landing lag now generates a splash instead of a dust cloud.
  • Bug fix Back aerial and up aerial mismatched on-hit sound effects fixed.
  • Buff Added a missing body hitbox during up aerial's initial hit, and pushed the outer hitbox out slightly.
  • Buff Up aerial's cooldown reduced.
  • Buff Up aerial and down aerial tail intangibility added while Squirtle is attacking.
  • Change Down aerial reverted to a brawl-like animation.
  • Buff Down aerial's cooldown significantly reduced.
  • Buff Forward throw and up throw cooldown reduced.
  • Nerf Water Gun stream hitboxes do reduced damage and knockback at a lower hit angle to aid in landing consecutive streams. Slightly increased the amount of the stream that only pushes with no knockback or damage.
  • Buff Water Gun has a new mid-level charge that shoots eight streams with reduced duration and cooldown.
  • Buff Water Gun full charge now shoots fourteen streams with reduced duration and cooldown.
  • Change Withdraw's aerial physics and vertical momentum tweaked on startup to be more consistent.
  • Nerf Withdraw can now fall off of edges while turning around.
  • Change Withdraw's input changed from "Up B" to "A".
  • Nerf Withdraw now has two frames of start-up.
  • Nerf Aerial control during Withdraw's Aqua Jet was removed entirely. You can still reverse it however.
  • Bug fix Withdraw's Aqua Jet bug where it would not rise when used out of hitstun fixed.
  • Nerf Waterfall start up increased and movement speed increased. Animation edited to reflect changes and transition into special fall better.
  • Nerf Waterfall hitboxes decreased in size and rearranged to better cover Squirtle while reducing forward disjoint.
  • Change Waterfall linking hits reduced to two, knockback and SDI modifiers tweaked to make linking into the final hit more percent, DI, and weight/fall speed dependent.

v3.0[edit]

  • Buff Due to the SCD bugfix, much of Squirtle’s moveset required physics compensations. Its gravity was also slightly increased.
  • Nerf Down smash IASA removed and cooldown increased.
  • Change List of compensated moves: Withdraw, Withdraw jump, Withdraw rebound, Aqua Jet, Waterfall, double jump.
  • Change Tech rolls adjusted so that the movement occurs slightly later in the animation.
  • Buff Dash length significantly shortened. As a result, Shell Shift requires less commitment to input.
  • Buff Crawl attack’s input made easier.
  • Buff Standing grab reverse/inside range increased.
  • Buff Withdraw jump can now be inputted during Withdraw turn once Squirtle has changed directions.

v3.5[edit]

  • Nerf Up tilt is weakened overall.
    • Buff Its endlag has been reduced.
  • Nerf Crawl tilt and down smash have a smaller hitbox.
  • Nerf Withdraw turnaround and jumping abilities removed.
  • Buff Waterfall has faster startup and cannot be angled at the peak.
    • Nerf Its endlag has been slightly increased.
  • Change Aqua Jet can only be initiated by making contact with a target during startup and holding B, removing its recovery potential while giving it more kill power and air control.
  • Bug fix Removal of Shell-shift momentum glitch.
  • Nerf Bubble can only stall once in the air.
  • Buff Vertical momentum for short hop has been increased.
  • Buff Final Smash added.

Moveset[edit]

Up to date as of version 3.6.

Name Damage Description
Neutral attack 3% Squirtle punches once, jumps and thrusts both legs forward, then flips forward and hits with its tail.
2%
6%
Forward tilt 9% Squirtle gets on all fours and slaps forward with its tail. This move has short range but is very quick and can repeated in rapid succession. Can be angled slightly up or down.
8%
7%
Up tilt 6% Squirtle hops upward, attacking with its head. Very quick. Squirtle's small body becomes the hitbox for this move and can lead into other moves.
Down tilt 2% (hit 1), 8% (hit 2) Squirtle gets on its belly and then spins forward, sweeping foes with its tail.
Crawl attack 3% Squirtle quickly dashes forward in its shell.
Dash attack 9% (clean), 7% (late) Squirtle jumps and attacks foes with the back of its shell.
Forward smash 16% (early), 15% (clean), 10% (late) Squirtle withdraws into its shell and launches forward. Squirtle gains launch resistance frames when performing the attack, but its short reach and long start-up and ending lag limits its effectiveness. This move can be angled up or down.
Up smash 2%-3% (hit 1), 14%, 13%, 12%, 10%, 8% (clean to late hit 2) Squirtle jumps and slams both hands down on the ground, causing two geysers to rise on both sides, hitting a fairly large area, especially upward. A powerful vertical finisher and is one of Squirtle's most powerful attacks, being able to KO at 65% when fully charged.
Down smash 3% (hits 1-2), 6% (hit 3) Squirtle withdraws into its shell and spins, shooting water out of both sides that traps the enemy for multiple hits before knocking them away vertically. This attack is comparatively weak and has short range.
Neutral aerial 11% (clean), 8% (late) Squirtle withdraws into its shell and spins in midair, releasing water from all sides. A good defensive move for spacing.
Forward aerial 13% (clean), 7% (late) Squirtle quickly thrusts both legs forward. Deals high knockback, being able to KO opponents off the stage at higher percentages. Has sex kick properties.
Back aerial 12% (clean), 8% (late) Squirtle thrusts its tail backward, hitting opponents behind itself. Deals decent knockback and has sex kick properties.
Up aerial 11% (clean), 6% (late) Squirtle flips upward, using its tail to knock opponents vertically. Somewhat weak, having a hard time KOing foes with good DI.
Down aerial 2% (hits 1-4), 5% (hit 5) Squirtle thrusts its tail downward, spinning around in a multi-hit attack. Similar to Mario's Mario Tornado, but with more vertical range due to the tail and the last hit inflicts horizontal knockback and does not have a hitbox upon landing.
Grab
Pummel 3% Headbutts the grabbed opponent. Relatively fast.
Forward throw 2% (hit 1), 4% (throw) Squirtle kicks the opponent forward.
Back throw 5% (hit 1), 5% (throw) Squirtle puts its opponent behind it, and kicks their back. Has little KO power, KOing opponents near the ledge around 200% damage.
Up throw 2% (hit 1), 5% (throw) Squirtle throws its opponent upward and tackles them while in its shell.
Down throw 2% (hit 1), 12% (throw) Squirtle throws its opponent on the ground and slams on top of them. Squirtle's strongest throw, dealing strong diagonal knockback. Easily KOs at around 125% damage.
Floor attack (front) 6% Squirtle attacks with its tail forward and then backward.
Floor attack (back) 6% Squirtle attacks with its tail forward and then backward.
Floor attack (trip) 5% Squirtle spins once, attacking nearby foes with its tail.
Edge attack (fast) 6% (body), 8% (tail) Squirtle gets up and whips its tail forward. Similar to its forward tilt in both appearance and range.
Edge attack (slow) 10% Squirtle slowly gets up and headbutts forward. Has limited range.
Neutral special Water Gun 1% (per hit) Squirtle shoots out water. The move can charged to spray more water out with more range. The enemy takes small damage if they are close to Squirtle when it release the water and will be pushed back when hit from a set distance. The player may also change the full spray's direction by tilting up or down on the control stick. When fully charged, Squirtle can hold the charge and battle normally until the player presses the special button again.
Side special Withdraw 8-9% (slide), 15% (Aqua Jet) Squirtle retreats inside its shell and speeds across the stage, powered by a jet of water shooting out the back of its shell. During this attack, Squirtle's shell behaves like a Green Shell for a limited amount of time and becomes immune to both damage and knockback. The attack can be cancelled by pressing the special button. Hitting an opponent will cause Squirtle to jump out of the move, allowing Squirtle to follow-up using an aerial attack. Getting hit the moment Squirtle goes inside its shell will instead make it use Aqua Jet, an attack that deals high damage and knockback, but will leave Squirtle in a helpless state, making it a risky move to use offstage. The invincibility provided by the move is sufficient to block many Final Smashes that do not involve grabs (e.g., Marth's Critical Hit can be negated, but not Ike's Great Aether).
Up special Waterfall 5% (hit 1), 2% (hit 2), 1% (hits 3-5), 9% (hit 6) A torrent of water appears that Squirtle "surfs" on top of. The attack deals multiple hits with strong knockback towards the end. It is difficult to interrupt as a recovery move, as the hitbox is large, disjointed, and directly in front of Squirtle. The movement direction of the attack can be slightly altered with the control stick to be more vertical or more horizontal.
Down special Bubble 3% (hits 1-3) Squirtle shoots out a small stream of bubbles that push the enemy away, dealing slight damage and tripping them.
Final Smash Water Spout 2-3% (small water loop), 25%/24%/22% (big splash low/mid/high) Squirtle retreats into its shell and starts bouncing on the ground while two large geysers of water attack opponents from either side of it, having a fairly large radius of attack.

In competitive play[edit]

Notable players[edit]

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Alternate costumes[edit]

Project M[edit]

Like Ivysaur and Charizard, Squirtle received more significant alternate costumes for Project M. It now uses its default costume for the Blue Team.

Squirtle's alternate costumes in PM
SquirtleHeadSSBB.png SquirtleHeadGreenPM.png SquirtleHeadRedPM.png SquirtleHeadYellowPM.png SquirtleHeadPinkPM.png SquirtleHeadPurplePM.png
SquirtleHeadNinjaPM.png SquirtleHeadNinjaWhitePM.png

Each of Squirtle's new color schemes are mostly based on other Pokémon.

  • The green one (used for Green Team) is based on Turtwig.
  • The orange one (used for Red Team) is based on Charmander.
  • The yellow one is based on Koopa Troopa.
  • The pink one is based on Mew.
  • The purple one is based on a Shiny Blastoise. Fittingly, this recolor emits sparkles in Project+ like in the mainline games.

In addition, it also has an alternate costume where it is dressed out as a Shinobi ninja, as well as a white recolor for said costume. Additional recolors were added in Project+.

Project+[edit]

Squirtle gains a new recolor that references the mythical kappa, a Japanese demon that takes the form of a turtle, as well as recolors that reference other turtle Pokemon Carracosta and Turtonator, as well the Generation V water starter Oshawott. The Shinobi costume also gains team colors, and a black costume that resembles Koga.

Squirtle's alternate costumes in P+

Secret costumes:

Squirtle Z P+.png Squirtle R P+.png

Z-Secret Costume: Alternate Ninja Squirtle: A costume that may be a reference to the Teenage Mutant Ninja Turtles franchise, specifically how the main four characters wore red in the older comics and the general colors of the mask and armbands worn by Raphael.

R-Secret Costume: Rescue Team Squirtle: Based on Squirtle's appearance in Pokémon Mystery Dungeon: Red Rescue Team, Pokémon Mystery Dungeon: Blue Rescue Team, and their remake, Pokémon Mystery Dungeon: Rescue Team DX.

Trivia[edit]

  • Strangely, Squirtle and Ivysaur are the only characters in Project+ that cannot appear as opponents in All-Star Mode.

External links[edit]